Or controversially, we could wait for Archeage 2 to drop ?
Very valid concern and the idea for a protective field is a nice one.
Only reason I added the part before about being forced to drop the tradepack for combat was to avoid there being certain rush builds to just escape too quickly, like light armor and rapier fletch etc. But the protective aura is a good idea. The trader should indeed have some advantage as the defender.
another cool feature would be if a certain route is traded enough the markets of this 2 cities get connected.
OR
the materials of the package will be in the destination market after delivery (+1 hour maybe…). The game chooses the cheapest materials from one city for crafting the package and directs you to a city where they are really expensive or not available. the game tracks which items are bought most (like iron ore etc.) and uses these for crafting. so these essential stuff is also available in other cities. all player driven.
that would be so awesoooooooome!!!
I love this idea as it adds content for all levels, I mean everyone needs gold right even if its just to add to your company bank.
Don’t add more gold! The price of everything will skyrocket!
The idea of new content is great.
This idea is a copy of Archeage, which promptly led to PvEers leaving en masse, because like this game the devs didn’t control the players at all.
If you think it’s fun for someone spending a lot of their game time getting all the mats together, doing all the crafting then transporting all that to a miles away location to just be killed and looted in seconds…then you will find those people will just leave. That’s what our guild did and many others. That was a fantastic game ruined yet again by PvPers and a company determined to let the players run rampant as they wanted.
Definitely a concern. I’m not sure if it’s valid, I don’t have the stats on the economy in-game, but an alternative in case it is an issue:
These trade runner effectively move Auction House supply from one city to another, getting paid from a fee put on the prices. Details would have to be hashed out, but this would keep runners being paid enough to make it worth it but it would be gold circulation, not generation. Perhaps people selling items can choose an option to pay extra to have their items be able to be moved to other towns for the sake of distribution.
The thing is as you get bigger bags your bags start to out stripe storage. You can move entire banks. Players aren’t going to risk sending a caravan that can be raided when they can run themselves in five minutes. Plus another of times if your moving that much stuff your going to have to shuffle stuff where your going.
I think this is an interesting idea but very fringe and probably very few would use it.
Not sure it will work as expected, but I think it is worth adding to see how it goes. Though you won’t see this for awhile, they have a bit to fix first.
In MMOs I have found that trade runs rarely work. The risk v reward have to be balanced really well. You can’t give damage or defense bonuses, has to be balanced by the reward for the carrier and the attackers (those less for attackers since stopping/killing carriers is close to reward enough).
Anyway, consider stuff like off-hours, could be an easy run. Also consider bots, would be easy to setup a bot to run back and forth during off-hours.
I’d probably do it differently. For instance, have cities spawn caravans, the city announces when it will leave and where it is going (locally). Players then ‘sign up’ to protect the caravan (maybe a level min). And then it heads out. Something a little more structured.
Now, lots of other stuff would be needed, like does caravan come with guards and players replace guards. How would rewards work (mostly for attackers, since their numbers could be small or large). And should it be instanced? Like if attacked, create an instance with defenders who signed up v up to same number attackers? (or maybe attackers + 1 or 2). The instance provides a more ‘fair’ fight and there could be multiple attacks on the way. Rewards should be based on ‘how hard’ it was to go from A to B.
And a lot of other considerations.
But I back stuff like this, always worth a try.
Can I has my tradeship now please?
You are only looking at it from 1 single perspective. You should look into Silkroad mmo.
We had a triangular-conflict system of Trader-Hunter-Thief. Though the money we made was little, we paid hunters to escort us and conflict was usually inevitable.
When I wanted to pvp, I just needed to put on my Trader Suit, pack my mules and like Moths to a flame, Thieves would come in they Dark Suits with the hope of gaining free wealth with little effort.
Everybody had fun and frustration wasn’t as bad as you could imagine. I can tell your Victim mentality is far too strong here. Seek a Therapist. That ain’t normal.
An NPC USPS service, or UPS/FEDEX, or Amazon delivery service is a good idea. Or simply a mail box that allows item transfer between locations.
I do not believe that players in-game should have this job. Not that players having a job is not a good idea. Only that I, for example, play games to leave the IRL work behind me.
How about trade run with random checkpoint? Lets say easy run from Everfall to Windsward BUT there is a checkpoint in one of obelisks or to go thru special point in path? That would eliminate any chance for bots. (If they will not add minimap)
First thing I thought about when reading the title: SilkRoad online.
After reading the comments: surprised how much people think this is an original idea and are not aware this concept exists for ages.
Trading has it’s good and bad. I fear that to implement it in this game, would be way down the road. There are too many nopes right now in the game that would make it very difficult to actually run trade routes. It would definitely need adjusting.
The other issue with trading is creating coin in the game. the last thing this borked economy needs right now is large amounts of coinage being added to the game without appropriate sinks. (That is a whole other thread… not for this one.) Right now it’s gold heavy at low levels, but gold poor at high levels. If there’s a ton of coinage dumped into the economy, the pendulum will swing so far the other way that it will be just as borked as it is now, but in the other direction.
OMFG, yes - plz!
Light armor will actually be relevant with the roll mechanic, more ppl will flag for PVP and actually have to learn the map(fastest routes, secret pathways, etc) to avoid getting ganked or taking the, “fastest” route.
I’m all about it.
Trade routes would be a gold farmer dream if it’s not flagged PVP only…
@ [Craig_H] yes and go back and play Archage if you liked that toxic mechanic
Mabinogi was an awesome game… playing this game makes me think a lot about how much more fun fishing, trading, crafting was there. Though I hated the equipment durability loss haha